///Credit judah4 ///Sourced from - http://forum.unity3d.com/threads/color-picker.267043/ namespace UnityEngine.UI.Extensions.ColorPicker { [RequireComponent(typeof(BoxSlider), typeof(RawImage)), ExecuteInEditMode()] public class SVBoxSlider : MonoBehaviour { public ColorPickerControl picker; private BoxSlider slider; private RawImage image; private float lastH = -1; private bool listen = true; public RectTransform RectTransform { get { return transform as RectTransform; } } private void Awake() { slider = GetComponent(); image = GetComponent(); RegenerateSVTexture(); } private void OnEnable() { if (Application.isPlaying && picker != null) { slider.OnValueChanged.AddListener(SliderChanged); picker.onHSVChanged.AddListener(HSVChanged); } } private void OnDisable() { if (picker != null) { slider.OnValueChanged.RemoveListener(SliderChanged); picker.onHSVChanged.RemoveListener(HSVChanged); } } private void OnDestroy() { if (image.texture != null) DestroyImmediate(image.texture); } #if UNITY_EDITOR private void OnValidate() { image = GetComponent(); RegenerateSVTexture(); } #endif private void SliderChanged(float saturation, float value) { if (listen) { picker.AssignColor(ColorValues.Saturation, saturation); picker.AssignColor(ColorValues.Value, value); } listen = true; } private void HSVChanged(float h, float s, float v) { if (lastH != h) { lastH = h; RegenerateSVTexture(); } if (s != slider.NormalizedValueX) { listen = false; slider.NormalizedValueX = s; } if (v != slider.NormalizedValueY) { listen = false; slider.NormalizedValueY = v; } } private void RegenerateSVTexture() { double h = picker != null ? picker.H * 360 : 0; if (image.texture != null) DestroyImmediate(image.texture); Texture2D texture = new Texture2D(100, 100) { hideFlags = HideFlags.DontSave }; for (int s = 0; s < 100; s++) { Color32[] colors = new Color32[100]; for (int v = 0; v < 100; v++) { colors[v] = HSVUtil.ConvertHsvToRgb(h, (float)s / 100, (float)v / 100, 1); } texture.SetPixels32(s, 0, 1, 100, colors); } texture.Apply(); image.texture = texture; } } }